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Everything posted by Pedro Falcão
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zoom out
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http://youtu.be/JwgHnkeI2W4 one year old...
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Sad news! I was hoping to have some tools to script an awesome campaign... At least i can still have faith in the battle machanics and AI...
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I read somewhere this week that Jericho wasn't a fortified city, that the "walls" cited in some old scripts (including the torah, if i'm not mistaken) were rather spiritual walls of each residing person.
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Romans wooden fort seems too expensive
Pedro Falcão replied to nocompile's topic in General Discussion
It does make sense for it to be more expensive not only within the game. I don't know how much about construction you know, but i can assure you that every construction has some material losses for builders' mistakes, and even more when the builders aren't professional, but soldiers. Plus, the material of those fortresses were gathered nearby, also by soldiers (what means an almost insignificant bit more loss, but still a loss). Not saying that the builders of the common stone fortresses had to be professional, but they had people with more experience nearby to support the construction, the material was more expensive (what means they had to be more cautious about losses). Maybe it shouldn't be that expensive, but they must be expensive. -
I think that the campaigns of the game are what need to be thought of, instead of the civs. After all, the game is about telling history away, not just making you play as X or Y, so one must think about what needs to be told, because some civs fit better to a strategy game campaign than others. Of course that if some civs fit good both to campaigns and to content, then there's no point in discussing further, just add it to the plans. Good point.
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I agree, i prefer buildings larger
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It's brazillian portuguese, but i can't understand what he says because of the background music. For what little i could understand, he is showing the features of the game.
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Translations:General
Pedro Falcão replied to jotakob's topic in Game Development & Technical Discussion
The Blender 3D team also uses a system like this, but with an SVN server to keep the files, instead of an online system. -
I've translated the game's wikipedia page some months ago (some other people have credit for editing) and just waiting for the feature to finally be released, so i can translate it too into brazillian portuguese.
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Mythos_Ruler's Playlist
Pedro Falcão replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
Great game, that Skyrim... -
In some cases the player may want to have their starting positions totally random (in my case it is true, for my younger brother always try to build things inside my territory for me to safeguard them, but i always end up in lack of space), so yes, we must have the option to put allied players together, but let the player decide wether he wants it or not.
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Warcraft 3 had a great support for scenario designers and i liked it very much, although i never used it at its full power. The game had an excellent map editor with the capability of creating custom object/actors/techs from an already existing unit (this feature was what gave life to DotA), possiblity of adding new models exported from 3ds max, creating custom campaigns with progressive heroes just like the main campaigns, and the map editor interface was very intuitive too, since i could learn how to do everything without even touching any manual.
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I know how you feel, i felt like that when i was 11, but i tried reading books in english (and had no option for games, since most developers released games only in english/german/polish), now i have read (in english) 13 warcraft books/pocket books/short stories, Dan Brown's Da Vinci Code, my studies' books, i watch TV series, etc.. The point is: it's very important to try and read in english to improve your skills, even though you'll only understand the book after reading it for the second or third time.
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Unit And Building Names
Pedro Falcão replied to Davarish's topic in Game Development & Technical Discussion
Hey, spartan, could you please list your sources or something to base your corrections on and thus making it more credible? Not that i'm doubting your knowledge at all (i'm just a community fan, and don't know nothing at all about these greek names), but i'm sure the team has spent quite some time reasearching to come to these names and change them based on what some "newcomer" (not meaning to offend at all) says doesn't seem the way a serious game development should go for. Are you greek or something like that? -
Mythos_Ruler's Playlist
Pedro Falcão replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
The intro is more alike to "Through the Fire and Flames" of Dragonforce, but with a touch of classical music... -
And what about hijacking ships? Any plans for this feature? It is an exciting feature. I'd like to know about other aspects of naval combat, too: The basic strategy for triremes (when engaging combat by one side of the opponent) was to plunge into the enemy ship with their bronze frontal tip, raid the ship, detach and let it sink due to the hole on its hull; I'd be really excited to see something like this in 0 A.D., even though i think it would make players feel ships too fragile and not use them.
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Awesome ideas, Chris and L'ethu, but what about the team? Are there any plans to change this void at the iberian gameplay? Will the iberians really be this "unbalanced"? Or the team is reserving these thinkings to a later stage of the game?
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Invasio Barbarorum Ruina Romae units
Pedro Falcão replied to L'ethu's topic in Introductions & Off-Topic Discussion
I was reading the history of the parthians at wikiedia... Do you guys know from what period these units are? -
Invasio Barbarorum Ruina Romae units
Pedro Falcão replied to L'ethu's topic in Introductions & Off-Topic Discussion
Very strange (and long) name for a game... And talking about names, the units' names are in what language? Turkish? -
That's a good idea, but depends on the map. Not saying it to not be implemented, though, just to watch out for real world iberian maps, it would be strange to see ship mercenaries in iberian lands...
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Maybe it is. Most people like a clean interface, but i want to have control over everything and i think i can only achieve that through filling the screen with as much information as possible. It's also why my posts are this long to say almost nothing.
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yeah, but the player isn't looking to his resources when he is looting the treasure, the player is looking to the unit who is gathering it, so it would make more sense to add a floating lil' icon of the resource plus the number of gathered resources above the treasure and a short message on the corner of the screen informing the player that X resources of the type Y were looted, for when the player isn't watching the unit gather it. That's how i think it should work.